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102 lines
3.5 KiB
Plaintext
102 lines
3.5 KiB
Plaintext
#version 450
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/*
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crt-1tap v1.1 by fishku
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Copyright (C) 2023
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Public domain license (CC0)
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Extremely fast and lightweight dynamic scanline shader.
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Contrasty and sharp output. Easy to configure.
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Can be combined with other shaders.
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How it works: Uses a single texture "tap" per pixel, hence the name.
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Exploits bilinear interpolation plus local coordinate distortion to shape
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the scanline. A pseudo-sigmoid function with a configurable slope at the
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inflection point is used to control horizontal smoothness.
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Uses a clamped linear function to anti-alias the edge of the scanline while
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avoiding further branching. The final thickness is shaped with a gamma-like
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operation to control overall image contrast.
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The scanline subpixel position can be controlled to achieve the best
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sharpness and uniformity of the output given different input sizes, e.g.,
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for even and odd integer scaling.
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Changelog:
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v1.1: Update license; Better defaults; Don't compute alpha.
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v1.0: Initial release.
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*/
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// clang-format off
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#pragma parameter CRT1TAP_SETTINGS "=== CRT-1tap settings ===" 0.0 0.0 1.0 1.0
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#pragma parameter MIN_THICK "MIN_THICK: Scanline thickness of dark pixels." 0.3 0.0 1.4 0.05
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#pragma parameter MAX_THICK "MAX_THICK: Scanline thickness of bright pixels." 1.05 0.0 1.4 0.05
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#pragma parameter V_SHARP "V_SHARP: Vertical sharpness of the scanline" 0.2 0.0 1.0 0.05
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#pragma parameter H_SHARP "H_SHARP: Horizontal sharpness of pixel transitions." 0.15 0.0 1.0 0.05
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#pragma parameter SUBPX_POS "SUBPX_POS: Scanline subpixel position." 0.15 -0.5 0.5 0.01
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#pragma parameter THICK_FALLOFF "THICK_FALLOFF: Reduction of thinner scanlines." 0.65 0.2 2.0 0.05
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// clang-format on
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layout(push_constant) uniform Push {
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vec4 OutputSize;
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vec4 SourceSize;
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float MIN_THICK;
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float MAX_THICK;
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float V_SHARP;
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float H_SHARP;
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float SUBPX_POS;
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float THICK_FALLOFF;
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}
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param;
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layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; }
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global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Original;
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void main() {
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float src_x_int;
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const float src_x_fract =
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modf(vTexCoord.x * param.SourceSize.x - 0.5f, src_x_int);
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float src_y_int;
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const float src_y_fract =
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modf(vTexCoord.y * param.SourceSize.y - param.SUBPX_POS, src_y_int);
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// Function similar to smoothstep and sigmoid.
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const float s = sign(src_x_fract - 0.5f);
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const float o = (1.0f + s) * 0.5f;
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const float src_x =
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src_x_int + o -
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0.5f * s *
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pow(2.0f * (o - s * src_x_fract), mix(1.0f, 6.0f, param.H_SHARP));
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const vec3 signal =
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texture(Source, vec2((src_x + 0.5f) * param.SourceSize.z,
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(src_y_int + 0.5f) * param.SourceSize.w))
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.rgb;
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// Vectorize operations for speed.
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const float eff_v_sharp = 3.0f + 50.0f * param.V_SHARP * param.V_SHARP;
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FragColor.rgb =
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signal *
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clamp(eff_v_sharp *
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((pow(mix(param.MIN_THICK.xxx, param.MAX_THICK.xxx, signal),
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param.THICK_FALLOFF.xxx) *
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0.5f) -
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abs(src_y_fract - 0.5f)),
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0.0f, 1.0f);
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}
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